BiffanyPFH's Recent Forum Activity

  • I used containers to separate their collision masks and visuals, so thats working fine

    i tried to use "for each" in different methods, as a whole or individual for actions/states in many different ways for the last day, i really hit a wall here

    bit.ly/2EQKmkh

    shift to run, hold "e" to hold on to edges

    problem is with my eNPC (enemy npc) sheet, which are red characters and collision masks on right side of the level

  • I saved it as a GIF.

    thats the problem, GIF messes with color depth - instead of save as gif, export it as spritesheet from Aseprite and animate your animation inside C2, your effect will lose no quality then

    before exporting as spritesheet, adjust borders of your animation frames to the minimum, then add one pixel to all sides. It'll make your job easier inside C2

  • weird question my dude, whatever effect you make, you export a png from Aseprite, and that just has RGB and Alpha in it

    just export the normal image and use webGL effects in c2

    oh if your effect looks really weird, maybe you just lost the alpha channel in the image file, make sure you export as a PNG format, that keeps opacity differences

  • so this is my code, its kinda messy and "walk around and patrol" states dont quite work, but i can take care of that later

    imgur.com/a/LbpXq

    issue that bothers me and cant fix is: When one sprite is mirrored, others are as well. (i used masks for collision and behaviors, visuals are gonna be locked on them)

    only thing i could think of was using "for each" loop, but that didnt do it, neither is giving it to the actual visuals... I'm suspecting my saving grace is something about UID's, but i read about them, couldnt wrap my head around on how i could use them

    I really cant figure it out, would be grateful for the help!

  • I want to make a map that is divided into squares, and each square has its own properties like, trees, water, of the place.

    you can only have -seperate- tilemaps with different properties - if by properties you mean behaviours and variables that is

  • I checked the FAQ and solution had an expired file link and no explanation, would love the help

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  • i did this for crouch:

    imgur.com/a/LpgHs

    as a solution when the mask goes into the tile and gets stuck i added "if it overlaps with tile, go back to crouch size" to it and then it wouldnt let me "get up" or resize back at all obviously

    i was thinking of adding "if it overlaps with tile, go back to crouch size and check for collusion every second" but i dont know how to achieve that in C2 yet, though even if i did it would look bad in game, character trying to get back for a frame constantly if... u know. I'm in dire straights here

    what can i do gents

  • BiffanyPFH

    a platform object falling into eternity

    lmao

    thanks for the thorough answer, very valuable to me

  • See this post:

    thanks... my fault was rly dumb, i made an local variable instead of global

  • this is my 640, 360 layout size

    imgur.com/a/AO8ow

    and this is relatively the size of a level i want to have, i'll have a bout 4-5 levels like this thats all

    imgur.com/a/SXPWm

    filled with sewers below and apartments above ground, so fairly full visually - apartments have individual platforms, sewer too, 2-3 parallax layers on background, about like 40 npcs

    the game's gonna be for desktop, can i make this in C2 without final product being low fps and such? i wonder

    would also love tips, tricks and tweaks to not have such a thing, im very noobish so

  • imgur.com/a/7XfVX

    this is all i have thus far, but it wont subtract stamina value in game

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BiffanyPFH

Member since 18 Dec, 2017

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